But the inclusion of the Atari Star Wars/The Empire Strikes Back was cool.
you mean they had the TESB "Defender Clone" from the Atari 2600 days?
Moderator: Vympel
No, the old Vector Graphics arcade games.Moonshadow wrote:But the inclusion of the Atari Star Wars/The Empire Strikes Back was cool.
you mean they had the TESB "Defender Clone" from the Atari 2600 days?
Did they change the medal requirements for co-op?Ghost Rider wrote:Only beef with Co-OP....need someone of at least your level of better.
The DS2 mission and the Bespin are a pain otherwise.
All true, but it looked goodStark wrote:That ground-superlaser was the dumbest level ever. [rebel dude] Oh no! They've got a really big gun! We can't RUN AWAY until that gun is destroyed, because... um... and we can't move either! Even after the targeting widgets are destroyed, I'll leave my flagship right in the path of the now-unguided beam... d'uh... And orbital bombardment is... impossible! And we've only got these six ships![/rebel dude]
What about deflectors?If they bother making another SW flight game, they need to take the series in a new dimension. Like, CANON, maybe?
1) no fricking hitpoints. Get hit, die.
Though I love TIE Fighter, in terms of difficulty it really wasn't harder than X-Wing. I could take down any capital ship in TIE Fighter with about the same effort I could in X-Wing (add extra effort because of the warhead launchers that would automatically fire at you the SECOND you fired on/targeted any equipped capital ship)- the Rebel pilots were just as crap as the Imperial pilots in X-Wing. But, because you were usually (until later campaigns) in a TIE Interceptor, it felt like more of an achievement because you knew that a few hits were all that was required to take you out.2) enemies are good, and 1v1 dogfights are hard.
3) 1vmany dogfights are even MORE dangerous
I'm sick of rebel-oriented games with superships fighting fragile TIEs. I don't much care when in SW its set, so long as every dogfight could kill you, capships are best left alone, decent size fleet battles, etc. TIE figher was cool because at the start you actually had to be good. In X-wing you could sit still near an ISD and wait a bit before flying away... without dying.
And thats just dumb.
Kinda the whole problem in minature, tho... poorly-thought out contrived ideas for conflict. I even found out it was the beardy general guy from ROTJ in that cruiser! D'oh. Originality please?Vympel wrote:All true, but it looked goodStark wrote:That ground-superlaser was the dumbest level ever. [rebel dude] Oh no! They've got a really big gun! We can't RUN AWAY until that gun is destroyed, because... um... and we can't move either! Even after the targeting widgets are destroyed, I'll leave my flagship right in the path of the now-unguided beam... d'uh... And orbital bombardment is... impossible! And we've only got these six ships![/rebel dude]
What about them? Didn't work in any of the movies (cept maybe AOTC). I'd even be happy with the TIE-Int 4-hits you die. Anything better than 'I've been hit ten times, so I better run away for a bit, charging my guns and shufting the energy into my shields till I get them all back'What about deflectors?If they bother making another SW flight game, they need to take the series in a new dimension. Like, CANON, maybe?
1) no fricking hitpoints. Get hit, die.
I hear that - I can't handle RS3 for just that reason (more pronounced on the silly 3rd person levels). I remember when I first place Freespace and I got totally slaughtered, because their pilot AI was so much better.Though I love TIE Fighter, in terms of difficulty it really wasn't harder than X-Wing. I could take down any capital ship in TIE Fighter with about the same effort I could in X-Wing (add extra effort because of the warhead launchers that would automatically fire at you the SECOND you fired on/targeted any equipped capital ship)- the Rebel pilots were just as crap as the Imperial pilots in X-Wing. But, because you were usually (until later campaigns) in a TIE Interceptor, it felt like more of an achievement because you knew that a few hits were all that was required to take you out.2) enemies are good, and 1v1 dogfights are hard.
3) 1vmany dogfights are even MORE dangerous
I'm sick of rebel-oriented games with superships fighting fragile TIEs. I don't much care when in SW its set, so long as every dogfight could kill you, capships are best left alone, decent size fleet battles, etc. TIE figher was cool because at the start you actually had to be good. In X-wing you could sit still near an ISD and wait a bit before flying away... without dying.
And thats just dumb.
The problem with caps is always their firecontrol... they can't hit shit. And their projectiles move too slowly to reasonably engage you anyway. All easy stuff to fix; flying solo towards an ISD should be a death sentence. If there's no challenge, there's no fun... how bout those DS levels with 30+ TIEs? Killing them ALL isn't hard, and that's just ridiculous. *sigh* Back in Falcon 3, getting a pilot to 5 kills was noteworthy because it was such a dangerous game.X-Wing Alliance, on the other hand- the dogfights were *definitely* harder in that. Fighting against masses of TIE Fighters could actually get you killed- you'd hear the fire and you knew that more than one was gunning for you, and no matter how far you moved the stick, your shields would be quickly gone and before you knew it, boom, you saw ye olde rear camera of your ship breaking apart and exploding. Capital ships were slightly harder, due to the new weapons layouts (i.e. destroying "weapon system nodes" rather than individual (and ridiculously scarce for an ISD) turrets)- but it was still a relative cakewalk.